﻿using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace QQSDK
{
    public class PurchaseConstant
    {
        public const string INIT_PURCHASE = "INIT_PURCHASE";
        public const string INIT_PURCHASE_SUCCEED = "INIT_PURCHASE_SUCCEED";
        public const string PURCHASE_UNSUPPORT_SUB = "PURCHASE_UNSUPPORT_SUB";
        public const string PURCHASE_QUERY_SUB_FAILED = "PURCHASE_QUERY_SUB_FAILED";
        public const string PURCHASE_UNSUPPORT_ERROR = "PURCHASE_UNSUPPORT_ERROR";
        public const string PURCHASE_QUERY_FINISH_ERROR = "PURCHASE_QUERY_FINISH_ERROR";


        //发生在购买行为的所有状态
        public const string SERVICE_TIMEOUT = "SERVICE_TIMEOUT";
        public const string FEATURE_NOT_SUPPORTED = "FEATURE_NOT_SUPPORTED";
        public const string SERVICE_DISCONNECTED = "SERVICE_DISCONNECTED";
        public const string USER_CANCELED = "USER_CANCELED";
        public const string SERVICE_UNAVAILABLE = "SERVICE_UNAVAILABLE";
        public const string BILLING_UNAVAILABLE = "BILLING_UNAVAILABLE";
        public const string ITEM_UNAVAILABLE = "ITEM_UNAVAILABLE";
        public const string DEVELOPER_ERROR = "DEVELOPER_ERROR";
        public const string ERROR = "ERROR";
        public const string ITEM_ALREADY_OWNED = "ITEM_ALREADY_OWNED";
        public const string ITEM_NOT_OWNED = "ITEM_NOT_OWNED";

        //发生在购买完成进行校验时
        public const string PURCHASE_INVALID_SIGNATURE = "PURCHASE_INVALID_SIGNATURE";

        //for Unity
        public const string QUERY_FAILED = "QUERY_FAILED";
        public const string FETCH = "FETCH";
        public const string ACTION = "ACTION";
        public const string DATA = "DATA";
        public const string PURCHASE_SUCCEED = "PURCHASE_SUCCEED";
        public const string PURCHASE_FAILED = "PURCHASE_FAILED";
        public const string PURCHASE_RESTORE = "PURCHASE_RESTORE";


    }

}